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package ch.asynk.tankontank.game;
import com.badlogic.gdx.utils.Disposable;
import ch.asynk.tankontank.TankOnTank;
import ch.asynk.tankontank.game.states.GameStateCommon;
import ch.asynk.tankontank.game.states.GameStateSelect;
import ch.asynk.tankontank.game.states.GameStateMove;
import ch.asynk.tankontank.game.states.GameStateRotate;
import ch.asynk.tankontank.game.states.GameStateAnimation;
public class GameCtrl implements Disposable
{
public class Config
{
public boolean showMoves;
public boolean showTargets;
public boolean showMoveAssists;
public boolean canCancel;
public boolean mustValidate;
public boolean showEnemyPossibilities;
public Config()
{
this.showMoves = true;
this.showTargets = true;
this.showMoveAssists = true;
this.canCancel = true;
this.mustValidate = false;
this.showEnemyPossibilities = false; // TODO
}
}
private final TankOnTank game;
private GameFactory factory;
public Map map;
public Hud hud;
public Config cfg;
private GameState selectState;
private GameState pathState;
private GameState rotateState;
private GameState animationState;
private int animationCount = 0;
private GameState state;
public GameCtrl(final TankOnTank game)
{
this.game = game;
this.cfg = new Config();
this.factory = new GameFactory(game.manager);
this.hud = new Hud(this, game);
this.map = factory.getMap(this, game.manager, GameFactory.MapType.MAP_A);
this.selectState = new GameStateSelect(this, map);
this.pathState = new GameStateMove();
this.rotateState = new GameStateRotate();
this.animationState = new GameStateAnimation();
this.state = selectState;
factory.fakeSetup(map);
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
factory.dispose();
}
public boolean mayProcessTouch()
{
return (state != animationState);
}
public boolean isInAction()
{
return (state != selectState);
}
public void setAnimationCount(int count)
{
animationCount = count;
}
public void animationDone()
{
animationCount -= 1;
if (animationCount == 0) {
GameState.State next = state.getNextState();
state.setNextState(GameState.State.SELECT);
setState(next, (next == GameState.State.SELECT));
}
}
public void setState(GameState.State state)
{
setState(state, true);
}
public void setState(GameState.State state, boolean normal)
{
this.state.leave();
switch(state) {
case SELECT:
this.state = selectState;
break;
case MOVE:
this.state = pathState;
break;
case ROTATE:
this.state = rotateState;
break;
case ANIMATION:
this.state = animationState;
break;
default:
break;
}
this.state.enter(normal);
}
public void abort()
{
state.abort();
}
public void done()
{
state.done();
}
public void touchDown(float x, float y)
{
if (state.downInMap(x, y))
state.touchDown();
}
public void touchUp(float x, float y)
{
if (state.upInMap(x, y))
state.touchUp();
}
}
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